Game



H. E. WENRICH.

GAME.

APPLICATION FILED MAR. 23, 1921.

1,414,106, fi e p -25,1922.

IIIIIIIIIIIHIIIIIINIIL ENLA as A.

HerhErIEMEnricl-I.

UNITED STATES,

PATENT orrlce.

HERBERT E.- WENRICH, or mmwrcx, rENNsYLvANm cum Specification of Letters'P'atent. Patenged Ap 25, 1922 Application filed March 23, 1921. Serial No. 454,632.

an improved game which will be of interest to both young and old, and which will require considerable skill and strategy to be played successfully.

Another-object of the invention is to provide an improvedgame in which the game board is divided into camps or nations, representing the-main countries of the Allies in the World l/Var, and a central fortress or country representing the main country of the Entente, the camps being connected together, and with the main country of the Entente side by a common battle round, which is divided into spaces on whlch the men of the allied countries are adapted to be moved, the. object of the game being to see which'country of the allied side can get all of their men into the central or enemy country first.

A furtherobject of the invention is to provide a game which will be a reminder of the World War of the above character, in

which the battle ground is divided off in a novel manner, so as to render the playing of the game more interesting and intricate for the players, certain of the spaces of the battle ground being marked to indicate hospitals to which the men are adapted to be sent or returned when they land on other spaces marked Wounded, Gassed, or the like, other spaces of the battle ground being marked Advance Retreat and the like, and when the men of the various nations on the allied side reach the said spaces they are either advanced a certain number of spaces or placed back' a certain number, of spaces according to the indicia marked on the mentioned spaces.

A still further object of the invention is to provide an improved game which will claimed and illustrated in the accompanymg drawmgs, forming a part of this specificatlon, 1n which drawings:

Figure 1 is a plan view of the game board showing in shadelines, the color scheme which is a feature of the game. A I

F igure 2 is a perspective view of a pair of dice, and

Flgure 3 is a perspective view of one. of the men or counters used in the game.

Referring to the drawings in detail, wherein slmilar reference characters designate corresponding parts throughout the several vlews, the numeral '5 indicates a game board, which is preferably made of pasteboard or the like of any desired size or configuration. The upper surface of the board at the corners thereof is marked to provide four camps or nations, 6, 7, 8, and 9, whlch as shown rep-resent the four principal countries of the Allies, namely, the Unted States of America, England, France and Italy, and each of these camps or nations have arranged therein the flags of these nations suitably colored. Each of the camps may be surrounded by a suitable wall or fortress 10 having a single gate or outlet 11. The central portion of the board may be provided with a relatively large cross shaped fort 1-2 which may be surrounded by a relatively wide line 13, which may represent a wall or the like. The camps or spaces 6, 7, 8, and 9 are spaced from the relat vely large-port 12 and this space defines arunway or battle ground indicated by the numeral 14. 'This runway or battle ground 14 is divided into a plurality of spaces indicated by the numeral 15 and certain of these spaces have certain indicia written or stamped thereon, the purpose of which will be hereinafter more fully described. At the central portion of the port 12 is a substantially rectangular campus 16, which forms the nation. fort or cam ound for the main country on the Entente side, namely Germany, and in this campus or fortress 16 is placed the German flag 17. Radiating outwardly from the corners of the campus 16 and extending to the points of connection of the arms of the fort are roadways 18, 19, 20 and 21, which are also divided into equal spaces 15. Each of these roadways 18, 19, 20 and-21 constitute an entrance roadway into Germany for each of the countries 6, 7, 8 and 9. Directly in alignment with the gateway 11 of the countries 6, 7, 8, and 9 are spaces 22, 23, 24, and 25 which are colorcd the national color of the countries en gaged. namely United States of America, blue; England, red; France, white; and Italy, green. and these spaces 22, 23, 24 and 25 constitute the starting point of the men of the respective countries. The roadways 18. 19. 20 and 21 are in direct alignment with the spaces, 26, 27 2S and 29. and these spaces are also colored the national color of the respective countries, and indicate the entrance to roadways for the respective countries into Germany. The battle ground intermediate each one of the countries is provided with a space 30, 31, 32 and 33 and these spaces have red crosses 34 marked thereon and inidcate hospitals,'the purpose .Advance he can move forward five extra of which will be also hereinafter more fully described. These spaces are also colo'redthe national color of the countries or camps which they represent. Certain of the spaces intermediate each of the countries are marked Wounded as at 35, Advance as at 36. Rest Camp as at 27, Retreat as at 38. and Gassed as at 39.

In playing, men indicated by the numeral 40 in Figure 3 of the drawings are used which can be made of relatively thick card board if so desired and colored to conform to the national colors of the country which they indicate, and each country is to have four of these men. A pair of dice indicated by the numeral 41 is also utilized in playing the game.

Two or more players up to four can participate in the game simultaneously and the game is played in the following manner. The men 40 are placed at their home or base in the spaces 6, 7, 8 and 9 and the first player then shakes the dice and rolls them out and if two sixes are rolled the player can move two men out on the battle ground-on the space indicating the starting point. If one six and another number comes up the player or nation moves one man out and takes as -many spaces as the other number is. If no sixes come up the next nationhas a turn to shake the dice and no men can enter the battle ground except by a number six, on one dice. The men of the nation always move to the right and the nations or players also follow each other from the right in shaking the dice. Each player gets one turn and the lnen are brought out on thebattle ground as quickly as possible or as seen fit by the players as after a nation has one or more men on the battle ground it is not necessary to bring another man out if a six comes up on the dice. The following rules can be observed in playing the game.

1. When a nation has men on the runway or battle ground, it will take as many moves as possible. If a five and a two comes up on the device, the nation can move five with one man and two with another, or seven with a single man, but cannot move four with one and three with another man, unless a blockade is formed, (the term blockade will be hereinafter more fully explained) and then they must move as many spaces as possible, which will be the space behind the blocked space or blockade. p

2. A block or blockade is formed by one nation'having two men on one space so no other men. can pass by. On the space 37 marked Rest Camp two men of two different nations can rest, as it is a safety base for all nations, that is, no man can be sent home from this base, and two men on this base whether of the same nation or not forms a block or blockade. i

3. If a man moves on a space 36 marked spaces. If a man moves on a space 38 marked Retreat he has to move backward five spaces.

4. If a nation has to move its men on spaces 39 marked Gassed or Wounded the men so moved must return to their own nations hospital, i.,e., the spaces marked 30, 31, 32 or 33.

5. If a man moves on a space where another nations man is, the man that was there first must return back to their own nation and start over again, as the man last moved return back to their own hospital space if on Englands hospital space or sent back home when on Englands space 23 if Englands man comes out.

7. WVhen a man lands on one of the spaces marked Gassed or lVounded and returns to their respective hospitals they cannot move the same man until the next turn. Vhen a nations man advances, retreatsv or sends anothernations man back to their own nation, this man cannot be moved again until the players next turn. I

8. When a nation can only move with one man the man must move as many spaces as the dice indicate. The entire amount must be moved unless blocked.

The play is continued along these lines until all of the men of one nation are in the German territory at which time the nation having its men all in the German territory wins the game. Where nations enter into Germany that is, the spaces a safety space, but only indicates the road into Germany for the respective nations.

From the foregoing it can be seen that a game has been provided which will be a reminder of the World War, and which will be amusing and take considerable skill to lay.

Changes in details may be made without departing from the spirit or scope of this invention; but,

I claim:

1. In a game, a diagram comprising a plurality of marginal camps representing different countries, a central fortress representing an objective country, a battle groundsurrounding the objective country, each of the camps having a gate leading to the battle ground, the battle ground being divided into spaces, roads leading from the battle ground to the objective country, the

road being divided into spaces, the first fortress, certain of the spaces being colored to represent the camps and arranged adjacent to the camps and defining the entrances of the camps upon the battle ground, said spaces being "safety spaces, a plurality of roadways leading to the objectivecountry from the battle ground divided into spaces, the points of connection of the roadways with the battle ground being colored to represent the camps, spaces arranged intermediate the camps colored to define safety hospital points, indicia written on certain other of the spaces for indicating certain moves, and separate men for each one of the countries.

3. Ina game, a diagram comprising a plurality of marginal camps, each of the camps representing a country and having a flag arranged therein, an objective country arranged intermediate the marginal camps, a tortuous roadway surrounding the central country defining a battle ground pro vided with a plurality of spaces, each of the camps having a lead out space colored to represent the camp, a space for each camp colored to represent the camp having indicia thereon for indicating a hospital arranged forwardly of the lead off space, and indicia printed on other of the spaces for defining moves for the men traversing the battle ground, and a set of men for each one of the canfigg.

H BERT" E. WENRICH. 

